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Definetly would play this more, it a super simple game, and its reeling me in.
It only needs more content, add new fish, boats, customizable boats and docks, etc.
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Damn, this one is a diamond in the rough, please add more content.
Dangerous waters, waves. unwanted fish, a coastline, fish breeding, gagwars between fish and other fisherboats, the graphics are nice, but could be even more reduced.
LOL I never thought of gang wars between fish, but you definitely think the way I do. I would definitely want to take it in a wild direction. I suppose you could be like a fishing cowboy that wanders into a town with rival gangs like the cowboy/samurai genre...
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This is pretty cool. I really like the interface and simplicity. It would be cool if it was space themed. Have ships with shields, engines, weapons, etc.
That could be interesting, the lines basically look like lasers anyway. I do have a soft spot for fishing games itself though and that drove me to make this.
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I was young and I thought that i can handle all that is coming. But then I saw them. Shrimps. Two of them at the same time... It was time to pay for my arrogance.
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Omg! So sometimes we're on TOP of a fish and nothing happens, other times, we've got 100 meter long fishing lines, which tend to break when the fish swim -through- the walls! LOL! Seemingly zero logical reason why sometimes things are hit with lines way far away, while other times nose to nose touching a fish, no lines will cast. WHY are people singing such high praise? Yes, great concept! Excessive poor execution. Unless you just want chaos... If so, cool! Lol
Thanks for the reply! I do love some chaos in games normally but some of the things you're describing aren't intended, or I haven't even seen them before. The fishing line behavior you mention is pretty odd. The only time no line is cast is if your cargo is full. I agree, the execution could be better as this was a prototype and there's plenty of room to improve here.
P.S, the fish swim under the walls :P
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Love the concept. I'd love to see more fish and more use from leveling. As of now, leveling seems useless after level 3 when you unlock the full pond. It feels like once I master this area there should be more coming. Looking forward to the next update!
The only thing that felt slow was getting the final fish to get the full bonus. Maybe some item that costs significant gold that instantly spawns fish when purchased or greatly increases respawn rate for a few seconds until effectively everything is back. Have the cost scale if needed but that was the only slow part.
Thanks for the insight on pacing. Certainly having more areas that unlock, even if they were existing species, could help alleviate that bottleneck. But yea you're right, exp only has so much value in this current version and that'd be something I would fix.
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Incredibly fun game, but not enough content. I can see the update change log and you're fixing too many bugs that are not a priority. You've got to release more content soon or else you're gonna lose a large majority of your players due to inactivity. You've got a fantastic base game, just add some more fish asap.
Good point and I really do agree with you on the consequences. It's unfortunate I may drive away players but I want to stick to my long term goals right now. There are a lot of incremental game concepts I want to explore and this is just the tip of the iceberg. In order to test them all out I really need to stick to a strict prototyping schedule. I VERY MUCH appreciate everyone's responses and open communication with me and I look forward to sharing new ideas with you all.
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This may be a problem with my computer. However, the game refuses to load. There's a message, however it's covered by the kongregate loading sign. When using inspect element to remove the loading sign, it says "Your browser does not support any of the required graphics API for this content." I am using google chrome. Any advice or information would be very useful.
Yea I've seen a few comments about this. I actually don't know the fix either but I imagine it's something fundamental to how my project is set up. I've been poking at it but no breakthroughs yet.
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I know you said you were going to get some prototype games out but hot dang you got the top game this month while its not complete. good stuff!
Thanks so much :). And yea I agree, I wasn't sure how much people would like "a fishing game with no fishing" but the response has been great. I do apologize to people looking for more content but I have too many game ideas to explore right now so I'm keeping the dev time short.
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I reallt like the game but i think fish shouldn´t regain health when dismissed, it makes sense but it makes it really annoying to catch bass/ swordfish and maybe some bosses like a kraken to make more use of the health mechanic and some music, cause when it has no music it kinda feels like Earl´s Day Off.
But yeah, great game!
Haha yea, I totally understand. I don't really have any musical chops but certainly a full version of this game I'll try to wrangle something for it. Good feedback on the health mechanic, I hadn't heard that angle and I'll give it some consideration.
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Very fun game cant wait for updates and to see what bait does and see the large fish(hopefully some high dmg low hp fish to) overall a great game and love the more you catch better you get at catching aspect of it thanks peachtreeoath
Thanks I'm glad you understand my game design :)
I actually had a working bait system where you needed smaller fish in your cargo to catch larger fish. It worked fine but I had a lot of trouble making a good user experience and interface surrounding that so it just ended up confusing people. I nixed it last second but would love to explore it in the future.
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I would love to see more and bigger boats instead of one boat with a billion fishermen on it, like the first only allows say 2 fishermen, then you upgrade your boat, etc?
I think more boats is definitely on the table. I had some other changes in mind such as fisherman being individually unique so I'll have to see how that all meshes before dedicating to the idea. Thanks for the suggestions though I'll certainly keep them in mind.
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I like this a lot so far. I'm definitely going to max out everything so I'm prepared for the next content update. I do feel that you lowered speed a little too much with the most recent update though.
Hope you see this message before you grind too hard: my current path is to knock out a series of 5-wk updates all exploring different incremental game aspects I haven't seen yet. Only after that will I be seeing which one people enjoyed most and fleshing that one out. That unfortunately means I can't keep providing updates to this game yet and it'll have to remain a prototype. I appreciate your feedback and would love to continue game design dialogue with people about this stuff. I hope to have a Discord up and running soon that can funnel players in and keep up to date with where I'm at.
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I don't know if this is intentional or not, but when you catch a fish while in the dock's circle it doesn't sell until you leave and come back.
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excellent game, work on a sequel, you can add more fish variety, more upgrades, more areas, maybe even add some hazards, like zones with toxic waters or high acid quantity in water(like near a volcano). options are limitless, i enjoyed playing every minute until i reached the cap. Personally i am no fan of achievements so personally I would focus on that area. Geat work overall.
I myself don't really care for achievements unless they have an interesting reward. That was part of the reason I shifted progression stuff into that system. You're right though, a full game would be more than just a collection system and would explore the fantasy fishing theme much more!
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Love this start! Let's get some enemies, like Octopus/Killer Whales/Sharks that attack you that maybe you can't catch? More fish to work up to and maybe an idle feature where the boat goes around catching, just at a slower rate? Keep up the awesome work
Yup I have thoughts along those lines! An idle idea I had was just so have additional boats you could hire to slowly catch things while you focus on progression and harder stuff.
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Great game so far. Please zoom out the minimap, so that I can see where I am and want to be going. If this is going to be a fleshed out game - bigger boats, more fishing areas and upgrades, music & sounds would be great to see. Player lever seems pretty useless other than for being there to unlock higher rank fishing areas, maybe make it give currency for a different shop, similar to attribute points in other games... Will keep an eye out on updates, thank you~
Thanks for the input, especially for the minimap because no one's brought that up yet. Yea exp levels aren't so great right now since there's only a few areas to unlock, so additional areas and gameplay features will definitely be on the menu.
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I actually love how fish swim under walls and you can't catch them. That happens a lot in actual fishing. They flee under piers and behind columns for shelter, messing up your line and preventing you from catching them. I actually like the timid fish that flee.
Haha thanks for the input and anecdotes! You made me think that future versions should have trees by the shoreline, and your line gets stuck in those darn things 10% of the time :P
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A few ideas for a game I really enjoy:
fish spawn rate is currently way too low.
let me buy different boats, boats can have different stats and still be upgradeable like speed, cargo capacity, crew capacity etc. Personally, I'd like to be able to upgrade components and carry those components over to other ships I buy, you could even let me keep multiples and let me hire captains that would passively fish on their own.
make an open fishing area with a massive spawn and no borders nearby.
That's an interesting concept with the boats. What if a boat only upgraded as you used it, and then when you switched over to have it automate, it's only as good as how much you beefed it up? That way you could be encouraged to juggle different ships for the sake of leveling up their automation ability over time.
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I would say thought that this is not an incremental game. The game doesn't fundamentally change in nature as you grow. Contrast cookie clicker or whatever where things start getting automated and your goals change and new resources get introduced
Great inputs! The definition of incremental is a fun subject to talk about. I frequent r/incremental_games often and it can be a holy war sometimes. I personally have a looser definition where an incremental game means steady progression through upgrades. Referring to that subreddit for instance, tons of basic idle games get considered "incremental" because it's just idle gameplay with upgrades. It sounds like you define incremental more as unfolding games like Paperclips and whatnot which is fine, I just consider unfolding mechanics to just be another tool in the box for incrementals. With that said, I do like 'progression through automation' mechanics. I actually wanted to have automated fishermen in this game that could assist you but I ran out of time.
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Very nice beginning. Two main issues: Fishes that swim outside of outer boundaries, or inside the bigger obstacles, which make them impossible to catch even when circling around. The second issue is when you reach "end game" the fishes don't spawn fast enough, and it become a very slow grind to finish upgrading which get old fast. That aside, adding more content of course, but I suppose that is already planned and I see some good suggestions in other comments, like more boats etc. Still, a really nice little prototype
Appreciate the response, the fish going under obstacles has certainly been a topic brought up a lot. I had it in there as a challenge (the koi can be directed around obstacles, bass is a bit of a DPS race) but I understand I have a disconnect with players right now. I'll certainly look into ways to remedy this in future version. You're right though, I didn't have much of a plan for end game because I didn't expect players to stick with it for so long, so lesson learned!
Thanks for pointing that out, I haven't really been tracking performance. I won't lie, I definitely cut corners on optimization in order to get this out on time. If I do a full version I'll certainly take time to be careful about that.
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Very nice game. Need more content. More areas, more boats (with differing max stats, min stats, Max number of upgrades), More upgrade types ( line length, line strength, Line debuffs, armor, Radar upgrades, ect.) more fish, higher quantity collection upgrades, more options for controlling your lines ( was getting irritated with my lines all focusing on one fish when i wanted to catch an entire school of them at once), Skill trees and what-not, ect. I'm guessing that you have already planned a lot of this in-case this goes foreword from some of your comment replies I read, and I am interested enough to see what else you try.
For sure and I appreciate the reply. I did have a lot of these planned but it really helps to hear it from the community too because it helps me prioritize features when the time comes. I also appreciate the upgrade suggestions you had, it was actually a bit tough for me to figure out future boat upgrades because there are only so many gameplay vectors you have with a game with such simple controls.
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I love the game, I love its mechanic, and its playability. But why did you have to chose fish of all things? I couldn't help thinking that with fishing, you make it look that the words sustainability and depletion of marine stock do not exist, and that notion stuck at the back of my mind while I was playing…
Why not make us collect nuggets or tumbleweed instead or, I don't know, surfer draculas and three-eyed carrot cakes?
I chose fishing because when I think fishing games I think collections. And I think fishing games tend to not take advantage of this fact and end up making the collections very boring, unlike what RPGs do. So I'm taking RPG principles and applying them to what I think is missing in fishing games. The game will very much move into biomes like volcanos where you're tackling fantasy monsters. When it comes to themes I really like playing with unusual concepts. I've probably made half a dozen dating sims by now, among other subjects.
I appreciate you bringing that up though, it's a comment I hadn't heard yet and I like hearing any kind of angle. Even in these trying times I still buy 100% recycled toilet paper, I'm pretty conscientious :)
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@PeachTreeOath - I meant an in-game window. Specifically I opened up the Boat Upgrade window, and the respawn one went away. I just tried again, and it does fix by refreshing the page, but there's no way to re-open the respawn window once its closed like that.
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The speed boost for leaving the dock is too extreme. Nerf to 20% buff or something. There are also too many harbors and the top speed is uncomfortably fast to use in my opinion.
It'll be interesting coming up with an actual final boss for the game. Rattling things off the top of my head, the sub-final boss should definitely be a shadow fishing boat, much like Shadow Link. The final boss could be hmmmmmmmm, I guess Poseidon?
Thanks for the reply! The game is only a slice of what I had in mind but it's good to see that people are still enjoying the core gameplay. If this gets a major update I hope you give it another shot.
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Great concept and effort. I'd like to witness your success in this game! Great start. Please, keep it going. Good luck!
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i fished 5 differents fishes, got all boosts from each species, am level 9, am turning around. No exit, no more content ? Am i missing something ?
Nope, sorry that's it. This game is a prototype because I wasn't sure "a fishing game without fishing" was something people wanted to play. I'm now seeing there's a pretty good demand for it which is great to see. I do have to say that my intention here is to knock out several prototypes in the incremental genre before I settle on one to flesh out. There are lots of other concepts I'd like to explore.
I've been having a lot of trouble hunting this one down. What browser and version # is it? I hope to have a Discord in the future where bug reports and communication on them can be done a lot quicker.